Some of the animations are weird. This is because they were made specifically for use in Unity3D. They may be too fast or too slow, they may be incomplete, they may not animate the whole skeleton. This is because I setup speed and animation blending inside Unity.

Some of the animations are weird anyway. This is because I am not a good animator.

The 'Boston' mesh is ~15 polygons. This is steep for game dev, but I had no idea what a reasonable poly count was at the time, and by the time I did know, the deadline was too close to do anything about it.

Boston vs. uDeadGame
Cheetah was actually easier than I thought.
Used the bones element to get a T-pose mouse from the source Boston.
Exported an obj. Reduced in AC3D to around 3800 polys.
Saved as "Bostonsoldier.wtf"
Pasted "Bostonsoldier.wtf" all over a couple of level Lua files and there he goes!

Then I realized his feet have a ton of extra polys and I should
have cut them and reduced them separately to preserve detail elsewhere.